refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3)
Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.
N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.
N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.
N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.
N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.
N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.
A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
a82959f1b7
commit
fccba8390d
12 changed files with 347 additions and 141 deletions
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@ -184,7 +184,7 @@ internal sealed class AtmosphericPostProcessGraph :
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// frame (see D2/D4 — the shadow must move with the leaf).
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private readonly FoliageWindSettings _foliageWind;
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private readonly IReadOnlySet<uint> _foliageWindExclusions;
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private readonly float? _windClockSecondsOverride;
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private float? _windClockSecondsOverride;
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private readonly System.Diagnostics.Stopwatch _windClock =
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System.Diagnostics.Stopwatch.StartNew();
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private long _windFrameSerial = -1;
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@ -545,6 +545,26 @@ internal sealed class AtmosphericPostProcessGraph :
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/// cell transition reads exactly zero on the very next frame, and
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/// resuming outdoors/enabled picks the smoothed state back up without a
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/// spin-up glitch.</para>
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///
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/// <para><b>The first advance.</b> Review fix round 3 (A6): the very
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/// first advance for a graph instance (<see cref="_windFrameSerial"/>
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/// still its <c>-1</c> constructor sentinel) SNAPS <see cref="_windMean"/>/
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/// <see cref="_windGust"/> straight to that frame's target instead of
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/// easing toward it — there is no previous state to ease FROM. Without
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/// this, two things went wrong: (1) a pinned clock
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/// (<c>ACDREAM_SKY_PHASE_SECONDS</c>, the determinism pin the offline
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/// pixel gate uses) never advances between frames, so
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/// <c>deltaSeconds</c> is 0 on every call AFTER the first — the wind
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/// would ease only once, by whatever the first call's clamped
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/// <c>deltaSeconds</c> happened to be (up to the 1 s clamp, ~10% of the
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/// way at the 10 s transition rate), then sit there forever, so every
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/// offline capture under-represented the motion; (2) live, the first
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/// 10 s after this graph is constructed (pack selection / login) spun
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/// up from dead calm even though the weather already IS what it is —
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/// there was no "previous frame" to have been easing from. Every
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/// advance AFTER the first still eases over
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/// <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/>
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/// exactly as before; only the very first one is exact.</para>
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/// </summary>
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private (Vector4 ClockWind, Vector4 WindAmplitude) ResolveFoliageWind(
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long frameSerial,
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@ -555,26 +575,44 @@ internal sealed class AtmosphericPostProcessGraph :
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?? (float)_windClock.Elapsed.TotalSeconds;
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if (_windFrameSerial != frameSerial)
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{
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float deltaSeconds = Math.Clamp(
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clockSeconds - _windLastAdvanceClockSeconds,
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0f,
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1f);
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(float targetMean, float targetGust) = RenderPackAtmospherePolicyEvaluation
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.FoliageWind(
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Descriptor.AtmospherePolicy?.FoliageWindByWeather,
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weather);
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targetMean *= _foliageWind.Strength;
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targetGust *= _foliageWind.Strength;
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_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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_windMean,
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targetMean,
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deltaSeconds,
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AcDream.Core.World.WeatherSystem.TransitionSeconds);
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_windGust = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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_windGust,
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targetGust,
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deltaSeconds,
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AcDream.Core.World.WeatherSystem.TransitionSeconds);
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// Review fix round 3 (A6): _windFrameSerial's constructor
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// sentinel (-1) means this is the FIRST advance this graph
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// instance has ever done — there is no previous _windMean/
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// _windGust state to ease FROM, so snap straight to the target
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// instead of computing a deltaSeconds-based ease step. See this
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// method's "The first advance" doc paragraph for the two
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// concrete symptoms this fixes (a pinned clock's permanent
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// near-zero wind, and live's dead-calm spin-up on construction).
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if (_windFrameSerial == -1)
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{
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_windMean = targetMean;
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_windGust = targetGust;
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}
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else
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{
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float deltaSeconds = Math.Clamp(
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clockSeconds - _windLastAdvanceClockSeconds,
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0f,
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1f);
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_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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_windMean,
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targetMean,
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deltaSeconds,
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AcDream.Core.World.WeatherSystem.TransitionSeconds);
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_windGust = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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_windGust,
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targetGust,
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deltaSeconds,
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AcDream.Core.World.WeatherSystem.TransitionSeconds);
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}
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_windClockSeconds = clockSeconds;
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_windLastAdvanceClockSeconds = clockSeconds;
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_windFrameSerial = frameSerial;
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@ -595,6 +633,20 @@ internal sealed class AtmosphericPostProcessGraph :
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return (clockWind, windAmplitude);
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}
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/// <summary>
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/// Campaign VM VM6 review fix round 3 (A6 test support, N1-adjacent):
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/// <see cref="_windClockSecondsOverride"/> is normally fixed for a
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/// graph's whole lifetime (constructor-supplied, from
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/// <c>ACDREAM_SKY_PHASE_SECONDS</c>) — production never changes it
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/// mid-session. This lets a hermetic test advance the pinned clock by
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/// an EXACT, deterministic amount between two resolves (proving
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/// <see cref="ResolveFoliageWind"/>'s ease-after-the-first-advance
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/// behavior) without a real-time <c>Thread.Sleep</c> or a flaky
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/// tolerance window. Test-only: nothing in production calls this.
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/// </summary>
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internal void SetWindClockSecondsOverrideForTesting(float seconds) =>
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_windClockSecondsOverride = seconds;
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public IGpuRenderTarget PrepareWorldTarget(
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int width,
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int height,
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@ -58,42 +58,31 @@ internal static class FoliageWindClassification
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/// no cutout batches of its own (the leaves are a DIFFERENT part), so
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/// classifying it from only its own <c>HasCutoutSubset</c> never gives
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/// it <see cref="TrunkFlag"/>. Both the world-receiver and
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/// directional-shadow-caster Setup-part walks call this ONCE per entity
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/// per frame (not per batch) to OR every currently-resolved part's
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/// <c>HasCutoutSubset</c> into one entity-scoped value before
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/// classifying each part against it. Generic over the caller's own part
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/// representation so it needs no dependency on <c>ObjectRenderData</c>
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/// or the mesh adapter — the caller supplies <paramref name="hasCutoutSubset"/>
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/// to look each part's value up however it already does. Short-circuits
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/// on the first <see langword="true"/>; a part the caller cannot
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/// currently resolve simply contributes nothing (the caller marks the
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/// entity incomplete separately and reclassifies once every part loads).
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/// </summary>
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internal static bool ComputeEntityHasCutoutSubset<T>(
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IReadOnlyList<T> setupParts,
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Func<T, bool> hasCutoutSubset)
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{
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for (int i = 0; i < setupParts.Count; i++)
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{
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if (hasCutoutSubset(setupParts[i]))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Campaign VM VM6 review fix round 2 (F3): zero-alloc production
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/// overload of <see cref="ComputeEntityHasCutoutSubset{T}"/>. The
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/// single-generic overload above is exactly what a caller needs to
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/// predicate on an instance field (e.g. the mesh adapter) — but doing so
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/// with a lambda that closes over <c>this</c> allocates a fresh closure
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/// object AND a fresh delegate on every call, and this is called once
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/// per Setup entity per frame from the world receiver, the shadow
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/// caster, and the packed production classifier. Passing the would-be-
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/// captured value as an explicit <typeparamref name="TContext"/>
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/// argument to a <see langword="static"/> lambda (no captures at all)
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/// lets the C# compiler cache a single delegate instance for the
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/// method's lifetime instead of allocating one per call.
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/// directional-shadow-caster Setup-part walks, and the packed production
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/// classifier, call this ONCE per entity per frame (not per batch) to OR
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/// every currently-resolved part's <c>HasCutoutSubset</c> into one
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/// entity-scoped value before classifying each part against it. Generic
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/// over the caller's own part representation so it needs no dependency
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/// on <c>ObjectRenderData</c> or the mesh adapter — the caller supplies
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/// <paramref name="hasCutoutSubset"/> to look each part's value up
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/// however it already does. Short-circuits on the first
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/// <see langword="true"/>; a part the caller cannot currently resolve
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/// simply contributes nothing (the caller marks the entity incomplete
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/// separately and reclassifies once every part loads).
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///
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/// <para>Campaign VM VM6 review fix round 2 (F3), round 3 (N5): takes
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/// the would-be-captured value (e.g. the mesh adapter) as an explicit
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/// <typeparamref name="TContext"/> argument to a
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/// <see langword="static"/> lambda instead of letting a caller's lambda
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/// close over an instance field — a closure-capturing lambda would
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/// allocate a fresh closure object AND delegate on every call, and this
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/// runs once per Setup entity per frame from all three production
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/// classifiers. A <see langword="static"/> lambda with no captures lets
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/// the C# compiler cache a single delegate instance for the method's
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/// lifetime instead. Round 3 deleted the single-generic predecessor of
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/// this overload — every call site (production and test) now goes
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/// through this one, so there is exactly one
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/// <c>ComputeEntityHasCutoutSubset</c> to keep correct.</para>
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/// </summary>
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internal static bool ComputeEntityHasCutoutSubset<T, TContext>(
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IReadOnlyList<T> setupParts,
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@ -32,6 +32,14 @@ namespace AcDream.App.Rendering.Wb;
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/// between frames and let the caster (keyed correctly from the start) and
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/// the receiver (previously keyed without this field) disagree about the
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/// same subset.</para>
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///
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/// <para>Campaign VM VM6 review fix round 3 (N2b): <see cref="FoliageFlags"/>
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/// is REQUIRED (no default) and declared before <see cref="CullMode"/> (which
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/// keeps its default) so that a <c>new GroupKey(...)</c> omitting it is a
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/// compile error, not a silent fall-back to 0. The round-2 packed-classifier
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/// blocker (F1) was exactly a silently-defaulted FoliageFlags reaching
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/// production; a caller can no longer forget this field the way that one
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/// could.</para>
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/// </summary>
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internal readonly record struct GroupKey(
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uint FirstIndex,
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@ -40,5 +48,5 @@ internal readonly record struct GroupKey(
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GpuTextureSlot TextureSlot,
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uint TextureLayer,
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TranslucencyKind Translucency,
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CullMode CullMode = CullMode.CounterClockwise,
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uint FoliageFlags = 0u);
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uint FoliageFlags,
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CullMode CullMode = CullMode.CounterClockwise);
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texture.Slot,
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texture.Layer,
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translucency,
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batch.CullMode,
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foliageFlags);
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FoliageFlags: foliageFlags,
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CullMode: batch.CullMode);
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var classified = new PackedClassifiedBatch(
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key,
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restPose,
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"Packed instance-group registration space was exhausted.");
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}
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group = new InstanceGroup
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{
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FirstIndex = key.FirstIndex,
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BaseVertex = key.BaseVertex,
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IndexCount = key.IndexCount,
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TextureSlot = key.TextureSlot,
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TextureLayer = key.TextureLayer,
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Translucency = key.Translucency,
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CullMode = key.CullMode,
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// Campaign VM VM6 review fix round 2 (F1 BLOCKER): this was the
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// missing copy. GetOrCreateInstanceGroup (the classic route) has
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// set FoliageFlags from key.FoliageFlags since the round-1
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// fix; this packed-route sibling never did, so every packed
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// production InstanceGroup carried FoliageFlags == 0 regardless
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// of what ClassifyPackedBatches computed into the key —
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// BatchData.flags bits 1/2 were always 0 for production world
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// geometry even though the independently-classified shadow
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// caster set them correctly, so casters swayed while the
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// meshes they shadowed did not.
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FoliageFlags = key.FoliageFlags,
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Registration = _nextPackedGroupRegistration++,
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LastUsedFrame = _packedGroupFrame,
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};
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// Campaign VM VM6 review fix round 3 (N2a): both routes share the
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// ONE InstanceGroup-from-key seam now — see CreateGroupFromKey's
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// doc comment. This is exactly the seam that closed the F1 bug
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// (FoliageFlags copied on the classic side, dropped here) by
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// construction: there is now exactly one place either route can
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// build an InstanceGroup, and it always copies every GroupKey field.
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group = CreateGroupFromKey(
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key,
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registration: _nextPackedGroupRegistration++,
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frame: _packedGroupFrame);
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_packedGroups.Add(key, group);
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return group;
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}
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@ -2401,8 +2401,40 @@ public sealed partial class WbDrawDispatcher : IDisposable
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g.TextureSlot,
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g.TextureLayer,
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g.Translucency,
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g.CullMode,
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g.FoliageFlags);
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g.FoliageFlags,
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g.CullMode);
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/// <summary>
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/// Campaign VM VM6 review fix round 3 (N2a): the ONE shared
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/// InstanceGroup-from-key construction seam. Before this there were two
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/// near-identical <c>new InstanceGroup { ... }</c> initializers — the
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/// classic route's <see cref="GetOrCreateInstanceGroup"/> and the packed
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/// route's <c>GetOrCreatePackedGroup</c> — that had already drifted once
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/// (the packed route's F1 bug: FoliageFlags copied on one side, dropped
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/// on the other). <paramref name="registration"/> and
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/// <paramref name="frame"/> are the only two values that legitimately
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/// differ per route (each owns its own registration counter and frame
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/// serial); every other field comes from <paramref name="key"/>, so a
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/// field neither site remembers to set can no longer exist. Same
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/// precedent as <see cref="AppendPackedInstance"/> — one writer, tested
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/// once, called from both routes.
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/// </summary>
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internal static InstanceGroup CreateGroupFromKey(
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GroupKey key,
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long registration,
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long frame) => new()
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{
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FirstIndex = key.FirstIndex,
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BaseVertex = key.BaseVertex,
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IndexCount = key.IndexCount,
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TextureSlot = key.TextureSlot,
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TextureLayer = key.TextureLayer,
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Translucency = key.Translucency,
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CullMode = key.CullMode,
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FoliageFlags = key.FoliageFlags,
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Registration = registration,
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LastUsedFrame = frame,
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};
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private void ObserveCurrentDispatcherSubmission(
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int visibleInstanceCount,
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@ -3214,25 +3246,14 @@ public sealed partial class WbDrawDispatcher : IDisposable
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"Instance-group registration space was exhausted before a safe identity could be assigned.");
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}
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group = new InstanceGroup
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{
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FirstIndex = key.FirstIndex,
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BaseVertex = key.BaseVertex,
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IndexCount = key.IndexCount,
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TextureSlot = key.TextureSlot,
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TextureLayer = key.TextureLayer,
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Translucency = key.Translucency,
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CullMode = key.CullMode,
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// Campaign VM VM6 review fix round: FoliageFlags is now part of
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// GroupKey (see GroupKey's doc comment), so it is set exactly
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// once here, at group creation, from the SAME key that decides
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// group identity — never re-stamped imperatively afterward,
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// which is what let a shared group's classification flicker
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// between whichever caller ran last.
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FoliageFlags = key.FoliageFlags,
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Registration = _nextGroupRegistration++,
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LastUsedFrame = _groupFrame,
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};
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// Campaign VM VM6 review fix round 3 (N2a): both routes share the
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// ONE InstanceGroup-from-key seam now — see CreateGroupFromKey's
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// doc comment for why (the packed route's F1 bug was exactly this
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// kind of drift between two near-identical initializers).
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group = CreateGroupFromKey(
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key,
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registration: _nextGroupRegistration++,
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frame: _groupFrame);
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_groups.Add(key, group);
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return group;
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}
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@ -3442,8 +3463,9 @@ public sealed partial class WbDrawDispatcher : IDisposable
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entityHasCutoutSubset);
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var key = new GroupKey(
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batch.FirstIndex, (int)batch.BaseVertex,
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batch.IndexCount, texSlot, texLayer, translucency, batch.CullMode,
|
||||
foliageFlags);
|
||||
batch.IndexCount, texSlot, texLayer, translucency,
|
||||
FoliageFlags: foliageFlags,
|
||||
CullMode: batch.CullMode);
|
||||
|
||||
InstanceGroup grp = GetOrCreateInstanceGroup(key);
|
||||
grp.Matrices.Add(model);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue